Add travel map flow and update docs
This commit is contained in:
@@ -0,0 +1,635 @@
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class GameFlowManager : MonoBehaviour {
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public enum FlowScreen {
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Intro,
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Game,
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Result,
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DutyFreeShop,
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MapPreview
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}
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public static GameFlowManager Instance { get; private set; }
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public static bool IsGameplayActive {
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get {
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return Instance == null || Instance.gameplayActive;
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}
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}
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public GameSaveData SaveData {
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get { return saveData; }
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}
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public MapDefinition CurrentMap {
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get { return currentMap; }
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}
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private const string IntroSceneName = "Intro";
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private const string GameSceneName = "Main";
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private const string ResultSceneName = "Result";
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private const string DutyFreeShopSceneName = "DutyFreeShop";
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private const string MapPreviewSceneName = "MapPreview";
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private const int ShieldCost = 120;
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private const int LunchboxCost = 80;
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private const int SpeedShoesCost = 140;
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private const int MileageCardCost = 160;
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private GameSaveData saveData;
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private MapDefinition currentMap;
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private MapDefinition completedMap;
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private FlowScreen currentScreen = FlowScreen.Intro;
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private bool gameplayActive = false;
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private bool pendingStartGameplay = false;
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private bool lastResultCleared = false;
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private int lastResultScore = 0;
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private int lastResultMileage = 0;
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private float lastResultTime = 0f;
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private float lastResultDistance = 0f;
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private Canvas overlayCanvas;
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private RectTransform overlayRoot;
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private TMP_FontAsset runtimeFont;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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private static void Bootstrap() {
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if(Instance != null)
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{
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return;
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}
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GameObject flowObject = new GameObject("Game Flow Manager");
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flowObject.AddComponent<GameFlowManager>();
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DontDestroyOnLoad(flowObject);
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}
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private void Awake() {
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if(Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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saveData = GameSaveManager.Load();
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currentMap = MapDatabase.GetMapByIndex(saveData.currentMapIndex);
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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private void Start() {
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ShowIntro();
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}
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private void OnDestroy() {
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if(Instance == this)
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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Instance = null;
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}
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
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EnsureOverlay();
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if(pendingStartGameplay)
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{
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StartCoroutine(StartGameplayAfterSceneLoad());
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return;
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}
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if(currentScreen != FlowScreen.Game)
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{
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RefreshCurrentScreen();
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}
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}
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public void SetTotalMileage(int totalMileage) {
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if(saveData == null)
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{
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return;
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}
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saveData.totalMileage = Mathf.Max(0, totalMileage);
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GameSaveManager.Save(saveData);
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}
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public void AddMileage(int amount) {
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if(saveData == null)
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{
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return;
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}
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GameSaveManager.AddMileage(saveData, amount);
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}
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public void CompleteMap(bool cleared, int score, int stageMileage, float elapsedTime, float distance) {
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if(!gameplayActive && currentScreen == FlowScreen.Result)
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{
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return;
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}
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gameplayActive = false;
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currentScreen = FlowScreen.Result;
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completedMap = currentMap;
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lastResultCleared = cleared;
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lastResultScore = score;
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lastResultMileage = stageMileage;
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lastResultTime = elapsedTime;
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lastResultDistance = distance;
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if(cleared)
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{
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saveData.bestScore = Mathf.Max(saveData.bestScore, score);
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GameSaveManager.AddMileage(saveData, completedMap.clearMileageReward);
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if(completedMap.hasNextMap)
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{
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GameSaveManager.UnlockMap(saveData, completedMap.nextMapId);
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}
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else
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{
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GameSaveManager.Save(saveData);
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}
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}
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ShowResult();
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}
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private void StartNewJourney() {
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saveData = GameSaveManager.ResetSave();
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currentMap = MapDatabase.GetMapByIndex(saveData.currentMapIndex);
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completedMap = null;
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ShowMapPreview();
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}
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private void ContinueJourney() {
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saveData = GameSaveManager.Load();
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currentMap = MapDatabase.GetMapByIndex(saveData.currentMapIndex);
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completedMap = null;
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ShowMapPreview();
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}
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private void RetryCurrentMap() {
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currentMap = MapDatabase.GetMapByIndex(saveData.currentMapIndex);
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LoadGameSceneForCurrentMap();
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}
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private void LoadGameSceneForCurrentMap() {
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currentScreen = FlowScreen.Game;
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gameplayActive = false;
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pendingStartGameplay = true;
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ShowLoading("탑승 준비 중", currentMap.displayName + " 코스를 불러오는 중입니다.");
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if(Application.CanStreamedLevelBeLoaded(GameSceneName))
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{
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SceneManager.LoadScene(GameSceneName);
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return;
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}
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Scene activeScene = SceneManager.GetActiveScene();
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if(!string.IsNullOrEmpty(activeScene.name))
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{
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SceneManager.LoadScene(activeScene.name);
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}
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}
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private IEnumerator StartGameplayAfterSceneLoad() {
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yield return null;
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pendingStartGameplay = false;
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currentScreen = FlowScreen.Game;
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gameplayActive = true;
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if(overlayCanvas != null)
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{
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overlayCanvas.gameObject.SetActive(false);
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}
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if(GameManager.instance != null)
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{
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GameManager.instance.BeginMap(currentMap);
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}
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}
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private void ShowIntro() {
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currentScreen = FlowScreen.Intro;
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gameplayActive = false;
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pendingStartGameplay = false;
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completedMap = null;
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if(TryLoadFlowScene(IntroSceneName))
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{
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return;
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}
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EnsureOverlay();
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ClearOverlay();
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SetOverlayVisible(true);
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AddTitle("Uni-Run");
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AddBody("여권을 챙기고 공항으로 출발합니다.\n진행도는 자동 저장됩니다.");
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AddBody("현재 경로: " + currentMap.displayName + "\n해금: " + MapDatabase.GetMapByIndex(saveData.unlockedMapIndex).displayName + "\n마일리지: " + saveData.totalMileage);
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AddButton("이어하기", ContinueJourney);
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AddButton("새 여행", StartNewJourney);
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AddButton("저장 초기화", ResetAndStayIntro);
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}
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private void ShowResult() {
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if(TryLoadFlowScene(ResultSceneName))
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{
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return;
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}
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EnsureOverlay();
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ClearOverlay();
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SetOverlayVisible(true);
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string title = lastResultCleared ? "맵 클리어" : "일정 실패";
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string body = completedMap.displayName
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+ "\n점수: " + lastResultScore
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+ "\n획득 마일리지: " + lastResultMileage
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+ "\n거리: " + Mathf.FloorToInt(lastResultDistance) + "m / " + Mathf.FloorToInt(completedMap.targetDistance) + "m"
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+ "\n시간: " + lastResultTime.ToString("0.0") + "s";
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if(lastResultCleared)
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{
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body += "\n클리어 보상: " + completedMap.clearMileageReward + " 마일리지";
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}
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AddTitle(title);
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AddBody(body);
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if(lastResultCleared)
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{
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AddButton("면세점으로", ShowDutyFreeShop);
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}
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else
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{
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AddButton("다시 도전", RetryCurrentMap);
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}
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AddButton("인트로", ShowIntro);
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}
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private void ShowDutyFreeShop() {
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currentScreen = FlowScreen.DutyFreeShop;
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gameplayActive = false;
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pendingStartGameplay = false;
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if(TryLoadFlowScene(DutyFreeShopSceneName))
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{
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return;
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}
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EnsureOverlay();
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ClearOverlay();
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SetOverlayVisible(true);
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AddTitle("면세점");
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AddBody("보유 마일리지: " + saveData.totalMileage
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+ "\n도시락: " + saveData.lunchboxStock
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+ " / 방어막: " + saveData.shieldStock
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+ "\n운동화: " + saveData.speedShoesStock
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+ " / 마일리지 카드: " + saveData.mileageCardStock);
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AddButton("도시락 구매 " + LunchboxCost, BuyLunchbox);
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AddButton("방어막 구매 " + ShieldCost, BuyShield);
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AddButton("운동화 구매 " + SpeedShoesCost, BuySpeedShoes);
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AddButton("마일리지 카드 구매 " + MileageCardCost, BuyMileageCard);
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AddButton("다음 맵 보기", ShowMapPreview);
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}
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private void ShowMapPreview() {
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currentScreen = FlowScreen.MapPreview;
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gameplayActive = false;
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pendingStartGameplay = false;
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if(completedMap != null && lastResultCleared && completedMap.hasNextMap)
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{
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currentMap = MapDatabase.GetMap(completedMap.nextMapId);
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}
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else
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{
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currentMap = MapDatabase.GetMapByIndex(saveData.currentMapIndex);
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}
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if(TryLoadFlowScene(MapPreviewSceneName))
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{
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return;
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}
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EnsureOverlay();
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ClearOverlay();
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SetOverlayVisible(true);
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AddTitle("다음 경로");
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AddBody(currentMap.displayName
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+ "\n" + currentMap.routeName
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+ "\n목표 거리: " + Mathf.FloorToInt(currentMap.targetDistance) + "m"
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+ "\n제한 시간: " + currentMap.timeLimit.ToString("0") + "s");
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AddButton("출발", ConfirmMapAndStart);
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AddButton("인트로", ShowIntro);
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}
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private void ConfirmMapAndStart() {
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saveData.currentMapIndex = MapDatabase.GetIndex(currentMap.mapId);
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saveData.unlockedMapIndex = Mathf.Max(saveData.unlockedMapIndex, saveData.currentMapIndex);
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GameSaveManager.Save(saveData);
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LoadGameSceneForCurrentMap();
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}
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private void RefreshCurrentScreen() {
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switch(currentScreen)
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{
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case FlowScreen.Result:
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ShowResult();
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break;
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case FlowScreen.DutyFreeShop:
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ShowDutyFreeShop();
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break;
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case FlowScreen.MapPreview:
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ShowMapPreview();
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break;
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case FlowScreen.Intro:
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default:
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ShowIntro();
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break;
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}
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}
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private void ResetAndStayIntro() {
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saveData = GameSaveManager.ResetSave();
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currentMap = MapDatabase.GetMapByIndex(saveData.currentMapIndex);
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ShowIntro();
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}
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private void BuyLunchbox() {
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if(TrySpendMileage(LunchboxCost))
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{
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saveData.lunchboxStock++;
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GameSaveManager.Save(saveData);
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}
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ShowDutyFreeShop();
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}
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private void BuyShield() {
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if(TrySpendMileage(ShieldCost))
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{
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saveData.shieldStock++;
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GameSaveManager.Save(saveData);
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}
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ShowDutyFreeShop();
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}
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private void BuySpeedShoes() {
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if(TrySpendMileage(SpeedShoesCost))
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{
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saveData.speedShoesStock++;
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GameSaveManager.Save(saveData);
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}
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ShowDutyFreeShop();
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}
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private void BuyMileageCard() {
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if(TrySpendMileage(MileageCardCost))
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{
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saveData.mileageCardStock++;
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GameSaveManager.Save(saveData);
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}
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ShowDutyFreeShop();
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}
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private bool TrySpendMileage(int cost) {
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if(saveData.totalMileage < cost)
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{
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return false;
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}
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saveData.totalMileage -= cost;
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return true;
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}
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private void ShowLoading(string title, string body) {
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EnsureOverlay();
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ClearOverlay();
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SetOverlayVisible(true);
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AddTitle(title);
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AddBody(body);
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}
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private bool TryLoadFlowScene(string sceneName) {
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Scene activeScene = SceneManager.GetActiveScene();
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if(activeScene.name == sceneName)
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{
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return false;
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}
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if(!Application.CanStreamedLevelBeLoaded(sceneName))
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{
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return false;
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}
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SceneManager.LoadScene(sceneName);
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return true;
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}
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private void EnsureOverlay() {
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if(overlayCanvas != null)
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{
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return;
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}
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EnsureEventSystem();
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GameObject canvasObject = new GameObject("Flow Overlay", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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DontDestroyOnLoad(canvasObject);
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overlayCanvas = canvasObject.GetComponent<Canvas>();
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overlayCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
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overlayCanvas.sortingOrder = 100;
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CanvasScaler scaler = canvasObject.GetComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1280f, 720f);
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scaler.matchWidthOrHeight = 0.5f;
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GameObject rootObject = new GameObject("Flow Overlay Root", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
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rootObject.transform.SetParent(canvasObject.transform, false);
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overlayRoot = rootObject.GetComponent<RectTransform>();
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overlayRoot.anchorMin = Vector2.zero;
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overlayRoot.anchorMax = Vector2.one;
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overlayRoot.offsetMin = Vector2.zero;
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overlayRoot.offsetMax = Vector2.zero;
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Image background = rootObject.GetComponent<Image>();
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background.color = new Color(0.02f, 0.035f, 0.045f, 0.92f);
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background.raycastTarget = true;
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runtimeFont = CreateKoreanFontAsset();
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}
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private void EnsureEventSystem() {
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if(EventSystem.current != null)
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{
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return;
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}
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GameObject eventSystemObject = new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
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DontDestroyOnLoad(eventSystemObject);
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}
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private void ClearOverlay() {
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if(overlayRoot == null)
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{
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return;
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}
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for(int i = overlayRoot.childCount - 1; i >= 0; i--)
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{
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Destroy(overlayRoot.GetChild(i).gameObject);
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}
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}
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private void SetOverlayVisible(bool visible) {
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if(overlayCanvas != null)
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{
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overlayCanvas.gameObject.SetActive(visible);
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}
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}
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private void AddTitle(string text) {
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TextMeshProUGUI title = AddText("Title", text, 34f, FontStyles.Bold);
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RectTransform rectTransform = title.rectTransform;
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rectTransform.anchoredPosition = new Vector2(0f, 160f);
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rectTransform.sizeDelta = new Vector2(760f, 62f);
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}
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private void AddBody(string text) {
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TextMeshProUGUI body = AddText("Body", text, 17f, FontStyles.Normal);
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RectTransform rectTransform = body.rectTransform;
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rectTransform.anchoredPosition = new Vector2(0f, 52f - (GetBodyCount() * 82f));
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rectTransform.sizeDelta = new Vector2(760f, 96f);
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}
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private void AddButton(string label, UnityEngine.Events.UnityAction action) {
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int buttonIndex = GetButtonCount();
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GameObject buttonObject = new GameObject("Button " + label, typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
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buttonObject.transform.SetParent(overlayRoot, false);
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|
||||
RectTransform buttonRect = buttonObject.GetComponent<RectTransform>();
|
||||
buttonRect.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
buttonRect.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
buttonRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
buttonRect.anchoredPosition = new Vector2(0f, -82f - (buttonIndex * 46f));
|
||||
buttonRect.sizeDelta = new Vector2(260f, 34f);
|
||||
|
||||
Image buttonImage = buttonObject.GetComponent<Image>();
|
||||
buttonImage.color = new Color(0.92f, 0.96f, 1f, 0.95f);
|
||||
|
||||
Button button = buttonObject.GetComponent<Button>();
|
||||
button.onClick.AddListener(action);
|
||||
|
||||
TextMeshProUGUI buttonText = AddTextTo(buttonObject.transform, "Label", label, 15f, FontStyles.Bold);
|
||||
RectTransform textRect = buttonText.rectTransform;
|
||||
textRect.anchorMin = Vector2.zero;
|
||||
textRect.anchorMax = Vector2.one;
|
||||
textRect.offsetMin = Vector2.zero;
|
||||
textRect.offsetMax = Vector2.zero;
|
||||
buttonText.color = new Color(0.04f, 0.07f, 0.09f, 1f);
|
||||
}
|
||||
|
||||
private int GetBodyCount() {
|
||||
int count = 0;
|
||||
|
||||
for(int i = 0; i < overlayRoot.childCount; i++)
|
||||
{
|
||||
if(overlayRoot.GetChild(i).name.StartsWith("Body"))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
private int GetButtonCount() {
|
||||
int count = 0;
|
||||
|
||||
for(int i = 0; i < overlayRoot.childCount; i++)
|
||||
{
|
||||
if(overlayRoot.GetChild(i).name.StartsWith("Button"))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
private TextMeshProUGUI AddText(string objectName, string text, float fontSize, FontStyles fontStyle) {
|
||||
GameObject textObject = new GameObject(objectName + " " + GetBodyCount(), typeof(RectTransform), typeof(CanvasRenderer));
|
||||
textObject.transform.SetParent(overlayRoot, false);
|
||||
|
||||
RectTransform rectTransform = textObject.GetComponent<RectTransform>();
|
||||
rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
|
||||
TextMeshProUGUI label = textObject.AddComponent<TextMeshProUGUI>();
|
||||
label.text = text;
|
||||
label.font = runtimeFont != null ? runtimeFont : label.font;
|
||||
label.fontSize = fontSize;
|
||||
label.fontStyle = fontStyle;
|
||||
label.alignment = TextAlignmentOptions.Center;
|
||||
label.color = new Color(0.95f, 0.98f, 1f, 1f);
|
||||
label.raycastTarget = false;
|
||||
label.textWrappingMode = TextWrappingModes.Normal;
|
||||
return label;
|
||||
}
|
||||
|
||||
private TextMeshProUGUI AddTextTo(Transform parent, string objectName, string text, float fontSize, FontStyles fontStyle) {
|
||||
GameObject textObject = new GameObject(objectName, typeof(RectTransform), typeof(CanvasRenderer));
|
||||
textObject.transform.SetParent(parent, false);
|
||||
TextMeshProUGUI label = textObject.AddComponent<TextMeshProUGUI>();
|
||||
label.text = text;
|
||||
label.font = runtimeFont != null ? runtimeFont : label.font;
|
||||
label.fontSize = fontSize;
|
||||
label.fontStyle = fontStyle;
|
||||
label.alignment = TextAlignmentOptions.Center;
|
||||
label.raycastTarget = false;
|
||||
label.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
return label;
|
||||
}
|
||||
|
||||
private TMP_FontAsset CreateKoreanFontAsset() {
|
||||
string[] familyNames = {
|
||||
"Malgun Gothic",
|
||||
"맑은 고딕",
|
||||
"Arial Unicode MS"
|
||||
};
|
||||
|
||||
for(int i = 0; i < familyNames.Length; i++)
|
||||
{
|
||||
TMP_FontAsset fontAsset = TMP_FontAsset.CreateFontAsset(familyNames[i], "Regular", 80);
|
||||
if(fontAsset != null)
|
||||
{
|
||||
fontAsset.name = "Runtime Flow Korean Font";
|
||||
return fontAsset;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a22a48e05fb4c1aa0b7e2a4d6723a0f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,28 @@
|
||||
using System;
|
||||
|
||||
[Serializable]
|
||||
public class GameSaveData {
|
||||
public int currentMapIndex;
|
||||
public int unlockedMapIndex;
|
||||
public int totalMileage;
|
||||
public int bagSlots;
|
||||
public int shieldStock;
|
||||
public int lunchboxStock;
|
||||
public int speedShoesStock;
|
||||
public int mileageCardStock;
|
||||
public int bestScore;
|
||||
|
||||
public static GameSaveData CreateDefault() {
|
||||
return new GameSaveData {
|
||||
currentMapIndex = 0,
|
||||
unlockedMapIndex = 0,
|
||||
totalMileage = 0,
|
||||
bagSlots = 1,
|
||||
shieldStock = 0,
|
||||
lunchboxStock = 0,
|
||||
speedShoesStock = 0,
|
||||
mileageCardStock = 0,
|
||||
bestScore = 0
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9cd5d89d88554d7ea48124a4f1780e0b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,75 @@
|
||||
using UnityEngine;
|
||||
|
||||
public static class GameSaveManager {
|
||||
private const string SaveKey = "UniRun.SaveData.v1";
|
||||
private const string LegacyTotalMileageKey = "UniRun.TotalMileage";
|
||||
|
||||
public static GameSaveData Load() {
|
||||
if(PlayerPrefs.HasKey(SaveKey))
|
||||
{
|
||||
string json = PlayerPrefs.GetString(SaveKey);
|
||||
GameSaveData loadedData = JsonUtility.FromJson<GameSaveData>(json);
|
||||
|
||||
if(loadedData != null)
|
||||
{
|
||||
Normalize(loadedData);
|
||||
return loadedData;
|
||||
}
|
||||
}
|
||||
|
||||
GameSaveData saveData = GameSaveData.CreateDefault();
|
||||
saveData.totalMileage = PlayerPrefs.GetInt(LegacyTotalMileageKey, 0);
|
||||
Normalize(saveData);
|
||||
Save(saveData);
|
||||
return saveData;
|
||||
}
|
||||
|
||||
public static void Save(GameSaveData saveData) {
|
||||
Normalize(saveData);
|
||||
string json = JsonUtility.ToJson(saveData);
|
||||
PlayerPrefs.SetString(SaveKey, json);
|
||||
PlayerPrefs.SetInt(LegacyTotalMileageKey, saveData.totalMileage);
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
|
||||
public static GameSaveData ResetSave() {
|
||||
PlayerPrefs.DeleteKey(SaveKey);
|
||||
GameSaveData saveData = GameSaveData.CreateDefault();
|
||||
Save(saveData);
|
||||
return saveData;
|
||||
}
|
||||
|
||||
public static void AddMileage(GameSaveData saveData, int amount) {
|
||||
if(saveData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
saveData.totalMileage = Mathf.Max(0, saveData.totalMileage + amount);
|
||||
Save(saveData);
|
||||
}
|
||||
|
||||
public static void UnlockMap(GameSaveData saveData, MapId mapId) {
|
||||
if(saveData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int mapIndex = MapDatabase.GetIndex(mapId);
|
||||
saveData.unlockedMapIndex = Mathf.Max(saveData.unlockedMapIndex, mapIndex);
|
||||
Save(saveData);
|
||||
}
|
||||
|
||||
private static void Normalize(GameSaveData saveData) {
|
||||
saveData.currentMapIndex = Mathf.Clamp(saveData.currentMapIndex, 0, MapDatabase.LastMapIndex);
|
||||
saveData.unlockedMapIndex = Mathf.Clamp(saveData.unlockedMapIndex, 0, MapDatabase.LastMapIndex);
|
||||
saveData.currentMapIndex = Mathf.Min(saveData.currentMapIndex, saveData.unlockedMapIndex);
|
||||
saveData.totalMileage = Mathf.Max(0, saveData.totalMileage);
|
||||
saveData.bagSlots = Mathf.Clamp(saveData.bagSlots, 1, 3);
|
||||
saveData.shieldStock = Mathf.Max(0, saveData.shieldStock);
|
||||
saveData.lunchboxStock = Mathf.Max(0, saveData.lunchboxStock);
|
||||
saveData.speedShoesStock = Mathf.Max(0, saveData.speedShoesStock);
|
||||
saveData.mileageCardStock = Mathf.Max(0, saveData.mileageCardStock);
|
||||
saveData.bestScore = Mathf.Max(0, saveData.bestScore);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2f7f2cb496e477589a57fd237868fd3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user